package homeword;

import java.util.Random;

public class textBasedFightingGame {
    private String name;
    private int blood;
    private String bender;
    private String[] boyFaces= {"风流俊雅","气宇轩昂","相貌英俊","五官端正","相貌平平","一塌糊涂","面目狰狞"};
    private String[] girlFaces ={"美奂绝伦","沉鱼落雁","婷婷玉立","身材娇好","相貌平平","相貌简陋","惨不忍睹"};
    //攻击描述
    private String[] attacks_desc={
            "%s使出了一招【背心钉】，转到对方的身后，一掌向%s背心的灵台穴拍去。",
            "%s使出了一招【游空探爪】，飞起身形自半空中变掌为抓锁向%s。",
            "%s大喝一声，身形下伏，一招【劈雷坠地】，捶向%s双腿。",
            "%s运气于掌，一瞬间掌心变得血红，一式【掌心雷】，推向%s。",
            "%s阴手翻起阳手跟进，一招【没遮拦】，结结实实的捶向%s。",
            "%s上步抢身，招中套招，一招【劈挂连环】，连环攻向%s。"
    };
    //受伤描述
    private String[] injureds_desc={
            "结果%s退了半步，毫发无损",
            "结果给%s造成一处瘀伤",
            "结果一击命中，%s痛得弯下腰",
            "结果%s痛苦地闷哼了一声，显然受了点内伤",
            "结果%s摇摇晃晃，一跤摔倒在地",
            "结果%s脸色一下变得惨白，连退了好几步",
            "结果『轰』的一声，%s口中鲜血狂喷而出",
            "结果%s一声惨叫，像滩软泥般塌了下去"
    };
    //空参
    public textBasedFightingGame(){};
    //构造全部变量
    public textBasedFightingGame(String name,int blood,String bender){
        this.name=name;
        this.blood=blood;
        this.bender=bender;
    }
    //角色姓名
    public void setName(String name){
        this.name=name;
    }
    public String getName(){
        return name;
    }
    //角色性别
    public void setBender(String bender){
        this.bender=bender;
    }
    public String getBender(){
        return bender;
    }
    //角色初始血量
    public void setBlood(int blood){
        this.blood=blood;
    }
    public int getBlood(){
        return blood;
    }
    //攻击行为
    public void attack(textBasedFightingGame role){
        Random random = new Random();
        
        // 随机选择攻击描述
        String attackDesc = attacks_desc[random.nextInt(attacks_desc.length)];
        System.out.printf((attackDesc) + "%n", this.name, role.name);
        
        // 计算伤害
        int hurt = random.nextInt(20) + 1;
        
        // 触发暴击判定（20%几率）
        boolean isCritical = random.nextInt(100) < 20;
        if (isCritical) {
            hurt = (int)(hurt * 1.5);
            System.out.printf("『暴击』%s发生会心一击，伤害提升！%n", this.name);
        }
        
        // 计算剩余血量
        int remainBlood = role.getBlood() - hurt;
        remainBlood = Math.max(0, remainBlood);
        role.setBlood(remainBlood);
        
        // 选择受伤描述
        int injuryIndex;
        if (hurt < 10) injuryIndex = random.nextInt(3);
        else if (hurt < 15) injuryIndex = random.nextInt(3) + 2;
        else injuryIndex = random.nextInt(3) + 5;
        
        // 显示受伤描述
        System.out.printf(injureds_desc[injuryIndex] + "%n", role.name);
        
        // 显示当前状态
        System.out.printf("%s剩余血量：%d%n", role.name, remainBlood);
        System.out.println("----------------------------------------");
    }
    public void showFace(textBasedFightingGame r1) {
        System.out.println("姓名："+name);
        System.out.println("性别："+bender);
        System.out.println("血量："+blood);
        if(r1.getBender()=="男"){
            Random random=new Random();
            int indexRandom=random.nextInt(r1.boyFaces.length);
            System.out.println("相貌："+r1.boyFaces[indexRandom]);
        }
        else if(r1.getBender()=="女"){
            Random random=new Random();
            int indexRandom=random.nextInt(r1.girlFaces.length);
            System.out.println("相貌："+r1.girlFaces[indexRandom]);
        }
    }

}
